ForceUpdateLandInfo() public method

Update all settings in land such as area, bitmap byte array, etc
public ForceUpdateLandInfo ( ) : void
return void
 public bool PreprocessIncomingLandObjectFromStorage(LandData data)
 {
     ILandObject new_land = new LandObject(data.OwnerID, data.IsGroupOwned, m_scene);
     new_land.LandData = data;
     if (!new_land.SetLandBitmapFromByteArray())
         return false;
     new_land.ForceUpdateLandInfo ();
     new_land.SetInfoID ();
     AddLandObject(new_land, true);
     return true;
 }
        public void EventManagerOnIncomingLandDataFromStorage(List<LandData> data, Vector2 parcelOffset)
        {
            bool result = true;
            for (int i = 0; i < data.Count; i++)
            {
                if (!PreprocessIncomingLandObjectFromStorage(data[i], parcelOffset))
                    result = false;
            }
            List<ILandObject> newSimDefault = new List<ILandObject>();
            if (!result || data.Count == 0)//Force a new base first, then force a merge later
                if (AllParcels().Count > 0)
                    newSimDefault = AllParcels();
                else
                    newSimDefault = new List<ILandObject>(new ILandObject[1]{ResetSimLandObjects()});

            for (int i = 0; i < data.Count; i++)
            {
                ILandObject new_land = new LandObject(data[i].OwnerID, data[i].IsGroupOwned, m_scene);
                new_land.LandData = data[i];
                if (SetLandBitmapFromByteArray(new_land, !result, parcelOffset))//Merge it into the large parcel if possible
                {
                    new_land.ForceUpdateLandInfo();
                    new_land.SetInfoID();
                    AddLandObject(new_land, true);
                }
            }
            if (AllParcels().Count == 0)//Serious fallback
                ResetSimLandObjects();
        }
        public void EventManagerOnIncomingLandDataFromStorage(List<LandData> data, Vector2 parcelOffset)
        {
            bool result = true;
#if (!ISWIN)
            foreach (LandData t in data)
            {
                if (!PreprocessIncomingLandObjectFromStorage(t, parcelOffset))
                {
                    result = false;
                }
            }
#else
            foreach (LandData t in data.Where(t => !PreprocessIncomingLandObjectFromStorage(t, parcelOffset)))
            {
                result = false;
            }
#endif
            List<ILandObject> newSimDefault = new List<ILandObject>();
            if (!result || data.Count == 0) //Force a new base first, then force a merge later
                newSimDefault = AllParcels().Count > 0 ? AllParcels() : new List<ILandObject>(new ILandObject[1] {ResetSimLandObjects()});

            foreach (LandData t in data)
            {
                ILandObject new_land = new LandObject(t.OwnerID, t.IsGroupOwned, m_scene);
                new_land.LandData = t;
                if (SetLandBitmapFromByteArray(new_land, !result, parcelOffset))
                    //Merge it into the large parcel if possible
                {
                    new_land.ForceUpdateLandInfo();
                    new_land.SetInfoID();
                    AddLandObject(new_land, true);
                }
            }
            if (AllParcels().Count == 0) //Serious fallback
                ResetSimLandObjects();
        }